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Anisotropic Filtering and next-gen: Why is it still absent?

Besides, at 10ft+ away on a big TV, it's not massively noticeable, so from a development point of view, particularly in this stage of the life cycle, it's a way to free up bandwidth with no real noticeable impact except in the online gaming echo chamber.

I can see AF problems from that distance.
 

cormack12

Gold Member
I think the real question on the below is what the hell is wrong with attackers right leg.

i0uFZzJrH1guB.png
 

HTupolev

Member
I can see AF problems from that distance.
Yeah, AF isn't a minor pixel-scale precision thing. Standard mipmapping with no AF results in some oblique-angled surfaces having several times lower detail frequency than they should be using.

Standard viewing distances with 1080p TVs don't come even close to hiding it. Not even with a 1080p source.
 

Lifesies

Neo Member
Then you should thank the gods above for your stupendously good eyesight, and feel a slight pang of regret at being an outlier that developers are likely never going to cater for. Real shame, isn't it?

I can see it too. Had an eye test the other week and my eyesight is ok but not exceptional.
 
Then you should thank the gods above for your stupendously good eyesight, and feel a slight pang of regret at being an outlier that developers are likely never going to cater for. Real shame, isn't it?

You may want to go get your eyes checked. AF makes a huge difference no matter where you are. Standing 10ft away isn't going to change that.
 

Crisium

Member
AF isn't free, never has been free and never will be free. In particular it's pretty bandwidth-intensive because you've got to force more stuff down the pipeline. The consoles, more than anything, are bandwidth-constrained, and realistically both operating at a step (resolution wise) above where they rightly should be operating [would be operating on a PC], so it should come as no surprise they're not using it to the full extent.

Besides, at 10ft+ away on a big TV, it's not massively noticeable, so from a development point of view, particularly in this stage of the life cycle, it's a way to free up bandwidth with no real noticeable impact except in the online gaming echo chamber.

Not sure what you're talking about. My video card has barely half the GPU memory bandwidth of the PS4. It has fewer shaders. It is clocked lower. Yet I can do 1080 with 16xAF in every game. If it costs them 2 or 3 frames, then simply drop down a setting less noticeable. AF is very, very noticeable.

Also, no 10ft+ argument, please. Let's not be stupid and assume a) that you can't see AF from the couch and b) no console gamers sit close to their displays. Both are wrong.
 

Izayoi

Banned
Not sure what you're talking about. My video card has barely half the GPU memory bandwidth of the PS4. It has fewer shaders. It is clocked lower. Yet I can do 1080 with 16xAF in every game.
This is what has me the most confused. The PS4 has plenty of bandwidth now, more than enough to handle high levels of AF.
 

JNT

Member
Not sure what you're talking about. My video card has barely half the GPU memory bandwidth of the PS4. It has fewer shaders. It is clocked lower. Yet I can do 1080 with 16xAF in every game. If it costs them 2 or 3 frames, then simply drop down a setting less noticeable. AF is very, very noticeable.

Also, no 10ft+ argument, please. Let's not be stupid and assume a) that you can't see AF from the couch and b) no console gamers sit close to their displays. Both are wrong.

The devs are spending that extra bandwidth on other things. Such as blurring the hell out of a perfectly crisp image.
 
Then you should thank the gods above for your stupendously good eyesight, and feel a slight pang of regret at being an outlier that developers are likely never going to cater for. Real shame, isn't it?

Why would I do that when I could just play PC games and force AF?

:D
 

nib95

Banned
The devs are spending that extra bandwidth on other things. Such as blurring the hell out of a perfectly crisp image.

Ultra aggressive depth of field in a game isn't always a greater bandwidth hog, depending on what it is its covering. Sometimes it could be implemented to cover up a lack of draw distance or aliasing for example. So whilst DoF is an expensive addition in itself, it might be less costly than implementing greater draw distances, geometry, more advanced AA solutions etc.
 

JNT

Member
Ultra aggressive depth of field in a game isn't always a greater bandwidth hog, depending on what it is its covering. Sometimes it could be implemented to cover up a lack of draw distance or aliasing for example. So whilst DoF is an expensive addition in itself, it might be less costly than implementing greater draw distances, geometry, more advanced AA solutions etc.

For sure. I was attempting a joke by oversimplifying the situation. The point being that AF seems to be low on the list of priorities for devs, and that they, seemingly, spend that bandwidth doing other things (sometimes even sacrificing a sharper image for a more distorted one).
 

Makai

Member
What? I thought AF was basically free. I always enable it 16x on PC and notice no difference in performance.
 

TronLight

Everybody is Mikkelsexual
The devs are spending that extra bandwidth on other things. Such as blurring the hell out of a perfectly crisp image.
Seriously, if a were an artist and someone from my team came to me and said "why don't we add some dof three meters from the pg, or some chromatic aberration here and there, and what about some lens flare and dirt filter even if out pg doesn't wear glasses and we're not in a car?" I'd fire him on the spot.
 

Nethaniah

Member
Seriously, if a were an artist and someone from my team came to me and said "why don't we add some dof three meters from the pg, or some chromatic aberration here and there, and what about some lens flare and dirt filter even if out pg doesn't wear glasses and we're not in a car?" I'd fire him on the spot.

You'd do well at Dice.
 

Codeblew

Member
Seriously, if a were an artist and someone from my team came to me and said "why don't we add some dof three meters from the pg, or some chromatic aberration here and there, and what about some lens flare and dirt filter even if out pg doesn't wear glasses and we're not in a car?" I'd fire him on the spot.

If you were an artist, you wouldn't have the authority to do jack shit. You would do what you were told or look for another job.
 

lemmykoopa

Junior Member
Tweeted to the technical art director of Killzone Shadow Fall and he confirmed me there is AF in Shadow Fall. Also using FXAA and TMAA.
 

Durante

Member
AF isn't free, never has been free and never will be free. In particular it's pretty bandwidth-intensive because you've got to force more stuff down the pipeline.
What exactly do you mean by "force more stuff down the pipeline" in this context? You need more texture samples, but those should be covered pretty well by the texture cache.

(Obviously it's not "free", nothing is, but I really think that the performance impact is low enough that it's never not worth it)
 

Lord Error

Insane For Sony
This. Just saying you have it doesn't mean much. How much is the question.
4xAF already means a lot and is far better than not having it at all. I don't think I ever go above 8x in games on PC because I literally can't see the difference.
Here's what 4x looks like compared to 16x, difference is however more visible in higher resolution.
filtering.jpg


But then they wouldn't have the feel of 60 fps.
Well yeah, you'd probably get more input lag by locking down to 30FPS? I thought this is what people probably refer to by the 'feel of 60FPS', because even if not every frame is always displayed, the controls remain more responsive.

That's a kind of a bullshit comparison.

The Forza shot is taken from a noticeably compressed video and, more importantly, motion blur is present. There is no motion blur in the PCars shot
I also think the forza side is uspcaled to match the physical vehicle size of the PC shot (which obviously uses more AA, but still forza won't look that janky at all because there won't be any uprezing on a 1080p TV)
 

R1CHO

Member
That's what? Honestly I think it is really hard to tell from this screenshot how much AF is used.

I was trying to express my inability to describe such an horrible screenshot.

The thing is that anisotropic is probably the smallest problem on this game.

But if we focus on it, i think that it's pretty clear the lack of texture filtering looking at the road on the right.

In other screens is more difficult because everything is a blurry mess... This one is still a mess, just not as blurry.
 
I was trying to express my inability to describe such an horrible thing screenshot.

The thing is that anisotropic is probably the smallest problem on this game.

But if we focus on it, i think that it's pretty clear the lack of texture filtering looking at the road on the right.

In other screens is more difficult because everything is a blurry mess... This one is still a mess, just not as blurry.

I think it would look worse if there was no AF at all. But yeah, it looks messy. If someone told me it was a 360 game, I might have believed him.
 

Lord Error

Insane For Sony
Jesus H Christ at that DF3 screen. Aside that it looks like someone puked it out, you can still see some texture blur on the ground further down the ground. Might be 2xAF or 4x maybe?
That's really the very least of its problems though. Whoever is in charge of adding that edge enhancement to XB1 games must be blind. BF4 first and now this. Ryse doesn't use it and looks so much better for it.
 
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